Age | Commit message (Collapse) | Author |
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With the new SLEG_STRUCT it is much easier to embed a struct
in a struct, where the sub-struct has limitations on when it is
being used.
This makes both the code easier to read (less magic) and avoids
the SaveLoad needing to know all these things about Stations
and Vehicles.
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Basically, this changes "SaveLoad *" to either:
1) "SaveLoadTable" if a list of SaveLoads was meant
2) "SaveLoad &" if a single entry was meant
As added bonus, this removes SL_END / SLE_END / SLEG_END. This
also adds core/span.hpp, a "std::span"-lite.
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bounds (#8540)
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candidate as using only the hash generates false positives
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a mutable type in render methods
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sprites less often
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The value is either unused or always the same as this->direction.
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to group vehicle list (mtm, JGR)
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VehicleSpriteSeq.
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servers by skipping drawing calls earlier in the process. (JGR)
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Vehicle class
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sprites independent of spawning model.
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model.
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position within an articulated vehicle.
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LinkRefresher.
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loading and unloading.
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more aggressively.
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separate function
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refit prediction
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improved loading) instead of calculating if for every cycle
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appropriately on creation (peter1138)
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ispercent (peter1138)
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(peter1138)
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signed.
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BaseConsist.
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consistent across vehicle types and add IsChainInDepot instead, if that is what shall be checked.
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speed for vehicles.
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old. (Vikthor)
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minimalize the work done where possible
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that make clear where they differ in
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others were still regular inline), but make sure inline is always a 'forced' inline (I am looking at you MSVC)
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out some indirect calls
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